Homebrew Dwarf in a Flask Species Details

As a "higher classes" homunculus, your creation was complicated. needing a stable philosophers stone, a Rebis or vessel to provide nutrients, a blue print for structure, so the stone can create a unique being. Often times using a corpse or mannequin made of choice parts. Your creator needed to be somehow bonded to the philosophers stone in order for it to be stable, wether it be made with a single person's soul who meant dearly to the alchemist, a wife, a husband, a mother or a father, or wether it be a country that the alchemist was born in and has ties too. Your creation is considered taboo, the highest form of Human Transmutation, more often than not you are a biproduct of someone trying to bring someone else back, your form is not yours but rather someone elses, or perhaps what a child of an unfortunate couple, driven mad by infertility. Despite being a creature born free of sin, you are godless, you are grotesque, you are unnatural, and the world sees you as a sinful and accursed being. However you are but a victim, you where given life without the comfort of the womb, despite this you have been given power, power beyond your mortal counterparts.

Dwarf in a Flask Traits

Homunculi are almost identical to humans, cursed with a false soul into their master's image. Homonculii are like specialized humans built for experimentation and work.

The price of life

Pursuit of Perfection: Your standards for your work were designed to constantly improve, a mindset magically embedded into your very being. This has honed your perception by +1 as you seek new ways to be better, but it has destroyed your self image due to a permanent inability to meet those standards. Your charisma ability score is effected by -2 due to this.

No Master: Sometime during creation, your master died or left. You were not imparted with a sense of belonging, and it leaves you feeling empty, incomplete. You have a +1 religion score, as you crave a higher purpose, but a -1 intelligence ability score due to your master's failure to impart enough knowledge onto you 

Attuned Body

Artificial Origin: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You also do not need to eat or drink, though you can still consume food and drink if you choose to.  You also gain +1 to both strength and dexterity 

Magical Nature: You have an innate connection to magic. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for this cantrip.

Arcane Reservoir: As a homunculus, you possess a reservoir of magical energy that you can draw upon. You can cast one 1st-level spell from the Wizard spell list without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest. Intelligence is your spellcasting ability for this spell.

Enhanced Senses: You have proficiency in the Perception skill.

Alchemical Resilience: Your artificial body is designed to endure harsh conditions. When you take a long rest, you gain advantage on Constitution saving throws and resistance to one damage type of your choice (except bludgeoning, piercing, or slashing) until the end of your next long rest.

Battle Conditioning: You gain proficiency with light and medium armor and with simple weapons.

War Magic: When you use your Arcane Reservoir feature to cast a spell, you can make one weapon attack as a bonus action.

Arcane Knowledge: You gain proficiency in the Arcana skill.

Mystic Insight: You can cast the Identify spell once per day without expending a spell slot.

Mana Dependency

Your life force is tied to magical energy. If you do not receive a steady influx of mana, your body begins to deteriorate. For every week you go without absorbing magical energy (through spellcasting, consuming magical potions, or being in a magically enriched environment), you gain one level of exhaustion that cannot be removed until you absorb sufficient mana.

Ability score increase

Homonculi are artificial and specialized, granting a +2 to INT and +1 to player choice based on the homonculi’s purpose

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Rebus Adaptation

You may fill in the stats yourself

Appendage recycling

If a limb is not totally or utterly destroyed and merely seperated, then you are able to reattach the limb to your body to heal a rolled amount, if your limbs is destroyed, burned, or lost, then you do not regain that limb. Your health is also unaffected by this. You loose health then its gone until you heal from magic or long rest (or whatever your DM allows)

Mans Second best

Age

Homunculi are typically considered Ammortal, as they are not born, they are made, and they cannot die via conventional means, such as old age

 

Alignment

 Homunculi tend to be Lawful to best support their creators, with rare exceptions. They can be Good, Evil, or Neutral depending on their creator's wishes, or as the dwarf in a flask Homunculus is advanced and takes more of a toll on the alchemists form, they are without a creator by some form of incident, the Homunculus will have to discover himself

Size

A dwarf in a flask is widely considered to be a progenitor Homunculus, it means you as an alchemist are going in the right direction, you are transmuting and recycling, giving way to an entirely new entity. The only down side is that your typically as tall as the Rebus used as a schematic, meaning you can range from 5 ft to over 7ft, you are medium sized

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Homunculi are often granted linguistic ability from birth. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. You can speak, read, and write Common and one additional language of your choice, typically the language of your creator.

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